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78afb67c7f
The main problem here is that there's two data arrays representing an actor - sprite and hittype and the engine only uses indices for reference. By setting up hittype to contain a sprite reference, the function and iterator interface can be rewritten to use a single pointer instead to represent an actor. The main objective is to reduce the number of accesses to the global arrays which constitute the biggest refactoring blocker. |
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.. | ||
blood | ||
build | ||
common | ||
core | ||
exhumed | ||
games/duke | ||
glbackend | ||
libsmackerdec | ||
platform | ||
sw | ||
thirdparty | ||
__autostart.cpp | ||
CMakeLists.txt | ||
g_pch.h | ||
gitinfo.cpp | ||
zzautozend.cpp |